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use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
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@@ -21,6 +21,7 @@
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REMOVE_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT)
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/datum/element/dryable/proc/finish_drying(atom/source)
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SIGNAL_HANDLER
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var/atom/dried_atom = source
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if(dry_result == dried_atom.type)//if the dried type is the same as our currrent state, don't bother creating a whole new item, just re-color it.
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var/atom/movable/resulting_atom = dried_atom
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@@ -27,6 +27,7 @@
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///Updates old and new turf loc opacities.
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/datum/element/light_blocking/proc/on_target_move(atom/movable/source, atom/OldLoc, Dir, Forced = FALSE)
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SIGNAL_HANDLER
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if(isturf(OldLoc))
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var/turf/old_turf = OldLoc
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old_turf.remove_opacity_source(source)
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@@ -35,6 +35,7 @@
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/// Handles beginning processing objects.
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/datum/element/obj_regen/proc/on_take_damage(obj/target, damage_amt)
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SIGNAL_HANDLER
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if(!damage_amt)
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return
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if(!length(processing))
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@@ -17,6 +17,7 @@
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. = ..()
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/datum/element/skittish/proc/Bump(mob/living/scooby, atom/target)
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SIGNAL_HANDLER
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if(scooby.stat != CONSCIOUS || scooby.m_intent != MOVE_INTENT_RUN)
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return
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